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Songs of Conquest News

Songs Of Conquest 1.0 review: occasionally demanding but often rewarding fantasy warlordery


Two years of early access have been kind Songs of Conquest. Its strategy fundamentals were already strong enough to impress me in 2022 that it's been quite tricky to even remember what's changed. But there's more of it, and although after much reflection I think it's not quite, quite for me, more of a good and unusual thing is definitely enough to push me into a very nearly wholehearted endorsement.


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Farewell Early Access!

Greetings Wielders,


In less than a week, the long-awaited release of Songs of Conquest will be upon us, and we couldn't be more thrilled. It's hard to believe that nearly two years have passed since we first embarked on this journey together, releasing our project into Early Access. And oh, what a journey it has been!

We consider ourselves incredibly lucky to have had the opportunity to spend this time in Early Access with you all. Together, we've forged an amazing Community, achieved a "very positive" rating on Steam, and delivered an average of one update per month – ranging from small tweaks to major updates.

But let's delve into the details a bit. What are some of the things we have accomplished during these past two years?

We missed the two-year anniversary by 10 days, shame on us!

Last year, we un-earthed our third Campaign, letting players experience the necromancers of the Barony of Loth. And now, within just a week's time, we're set to unveil our fourth Song – a campaign that transports you to the sun-scorched dunes of Barya. Prepare to follow the journey of the indebted Bighli as he confronts loss, engages in crucial battles, and faces seemingly insurmountable odds.

It’s finally a complete set!

And when it comes to defying the odds, we've introduced an entirely new gameplay mode called Challenge Maps. These specially crafted maps are designed to do just what they are called – challenge you. They're tailor-made to test your skills and help you improve, making them perfect for players eager to learn new strategies and tackle fresh challenges.

Currently, we offer eleven unique challenge maps, each as deadly as the next. Why not try your hand at "A Hot Deal"? Where you must choose your path carefully to reach the Beacon. But beware – Each road is different but definitely dangerous.

It seemed like a hot deal taking the job, but it turned out to be all too true.

In the realm of Conquest maps, we've been busy expanding our lists. Over the past years, in addition to the new Campaign and the already mentioned Challenge maps, we've introduced over fifteen Conquest maps. These are your "standard" maps, designed to pit you against AI or human opponents on more or less equal footing. Here, you'll have the opportunity to build your settlements, muster your armies, and engage in glorious combat against both enemy Wielders and neutral troops.

But that's not all – our Conquest maps also serve as the perfect arena to test out the new Siege battles! They really change the battlefield as compared to when we started the Early Access.

Man the walls, or Faey the walls in this example!

While some members of our team have been hard at work crafting new maps and game modes, others have dedicated themselves to enhancing our AI – ensuring that the enemies you face give you a worthy challenge. Our AI has undergone significant improvements, learning to utilize all of our spells in combat and devising tactics both on the battlefield and on the adventure map.

But that's not all – our AI has also gotten better at troop management, more efficiently utilizing resources to mule troops, investing in building plans and using portals and beacons to their advantage. Not to mention, it's now faster and more responsive than it was at the start of Early Access.

To ensure that every player can face the AI experience they desire, we've reworked our difficulty into seven new levels, ranging from Simple to Deadly. In short, our AI has evolved into a much more varied and formidable opponent compared to two years ago, though it's truly impossible to list all of its achievements since then.

Seeing 1.0 so close on the horizon. To the team at Lavapotion it tastes like a sweet victory.

Behind the scenes, there's been a flurry of activity as we've worked to craft improvements and optimizations. On the visual front, we unveiled a brand new main menu that showcases our game in all its pixelated glory.

Thanks to the demands from our community, we're proud to say that during Early Access Songs of Conquest got support for gamepad and was Steam Deck Verified by Valve. This means our game is a lot more portable and versatile. We've partnered with local Gothenburg studio Bitwave to make that happen, and they've done an incredible job with it.

Tactical, portable, and turn-based! Perfect for the holidays!

These years have also allowed us to release Random Map generation. Our Random maps have gotten more than one work-over and it now boasts three different win conditions, four sizes, and one special mode called “balanced”. It’s still random, it just makes sure you and your opponent really start on equal footing.

There is a structure and order even in random chaos!

Beyond our own work, there's a large community of skilled map makers. We've spent these last years refining our map editor tools, making it more user-friendly. With these tools, players can craft their own maps and campaigns. On Mod.io there are over 400 community-created maps and several grand Campaigns!

Change the theme with the stroke of a brush!

This has been far from a conclusive list of our work since those early days. We didn’t even mention our Steam Achievements! But it is safe to say that we have loved every update we’ve made and that we have no intention to stop after 1.0.

Our launch is very close now but we’ll spend our time playing the game and squashing some pesky bugs. The reason we found those bugs is because of you, the community that gave Songs of Conquest a chance during Early Acces and made our game so much better because of it.

But the time after 1.0 is when it gets exciting, we have so much planned and we hope that you will be here for the ride, it’s going to be a good one! Turn to Conquest Wielders, the time draws near!

/Everyone at Lavapotion

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We need your axe!

Greetings Wielders!

As the release date for 1.0 is creeping closer day by day, we are trying to focus mainly on stability and a good experience.

However, unexpected issues before a release are almost more of a rule than an exception. And we have just found a pretty serious issue with the AI and how its trading has worked.

When the AI tried to trade resources, it looked something like this:

- (AI) “Hey! I want to buy two extra stone to be able to buy this building. How much does it cost?”
- (Trader) “How much gold do you have?”
- (AI) “20.000 Gold. So how much do I owe you?
- (Trader) “20.000 Gold, please”
- (AI) “Uhm, sounds a bit expensive… But ok, here you go!”



We had a nice, but stern chat with the trader and passed some new laws that it’s not allowed to raise the prices depending on the budget of the AI like that. So, good news, the issue is now fixed. Huzzah!

But as you probably understand, even though it is a small fix, it can cause a snowball effect making the AI much more difficult to beat - on all difficulty levels.
For example: If the AI could break out of the first zone by round 7, it might now sometimes break out at round 5 or 6 instead - which would give it an advantage in later stages of the game.
Consequently, if we look at the end game with an AI that wants to trade a resource to buy research - this would before deplete most of its gold reserves in the process, so now it would just have more gold in general resulting in more troops, research and all that good stuff.

The positive thing about this is that the AI will feel more competent, especially in the later stages of a session. The negative is that the easier difficulties might be too difficult to be called easy - and our efforts to give every player a difficulty that feels appropriately challenging might be unbalanced now.

But the thing is, we don’t know yet. And to find out we need lots of testing and data, something that takes a lot of time.

Yes, we are asking for your help, but we are also treating you with this brand new screenshot! How's that for a tradeoff?!

This is not something we expected to happen so close to release, and this is where we need your help. The time is nigh, and we need as many eyes as possible on both our campaign maps and our conquest maps and collect feedback on how difficult it feels to play.

So if you have the time, we’d greatly appreciate it if you could play the game with this in mind for us. If you want to be extra helpful, please use this template below to describe your experience in a comment to this post.

I see myself as a: Player
I played with difficulty:
On map:
Thoughts: (How did it feel, how many times did you reload, quick battles etc)

Thank you!

Best Regards,
Niklas Borglund
Lead Programmer & CTO at Lavapotion.

Changelog

UI
  • Fixed incorrect threat levels being shown sometimes in battle menus
  • Added fade transitions when moving between heavy scenes
  • Made sure spellbook/bar tooltips are never drawn outside the screen
  • Fixed team queue beacon layout bug for >20 beacons
Map Editor
  • Fixed AI difficulty dropdown misleadingly being initially visible even if AI team is not forced to have a specific difficulty
  • Added ability to see trigger identifier names directly on the map in the editor as a gizmo
Modding
  • Fixed issue on the Community Campaign screen where an exception sometimes were thrown due to a missing prefab
Multiplayer
  • Fixed exception when trying to open spellbook in battle using hotkey while playing as a hostile in multiplayer
AI - Adventure
  • Fixed bug where some options forgot to check if a fight was against the neutral planet.. I mean a neutral hostile! This stopped the AI from attacking player wielders sometimes
  • Fixed vision and exploration issue that could lead to the AI not finding enemy player towns and settlements
  • Fixed softlock in AI recruitment when it tried to move too large stacks between commanders, i.e the owner had a +1 stack size artifact
  • Fixed issue with calculating capacity of an army (how full it is) before scoring and trading troops
  • Fixed severe bug where AI would pay all of its gold instead of the calculated price when buying resources from the marketplace
  • Fixed incorrectly scripted building requirement for Smoldering Cave that caused AI not to build it
  • Fixed bug where AI would not build a required building on a built site it had reserved for upgrades
  • Fixed bug where AI would reserve too many small build sites for medium building upgrades in large settlements
  • Fixed AI not being aware of what buildings are already under construction in a town or settlement
AI-Battle
  • Fixed ranged defenders in siege ending up exposed near the enemy
  • Fixed so that melee defenders in siege are more likely to be positioned towards the center opening
Misc
  • Fixed various issues that affected Macs running on Apple Silicon processors to run slow when Songs of Conquest lost focus.
  • Fixed not being able to change the screen resolution in the options menu without encountering an exception
  • Added option to clear local player stats under Gameplay options
  • Fixed AI difficulty button in lobbies being locked when a team is actually just forced to be AI controlled but not forced to a specific difficulty
  • Fixed bug with “Auto equip stronger artifacts” feature, that would override validation and allow for unequippable artifacts to be unequipped. I.e remove a +2 command artifact with something else, leaving you with more troop stacks than allowed.
  • Fixed showing Range and Deadly Range in codex entries of troops that have no ranged attacks
  • Fixed issue where rebinding an action with multiple default bindings (such as “End Turn”) did not override all default bindings
  • Changed the bundle ID on mac builds back to its original value to fix issue with missing savegames


Strategy RPG Songs Of Conquest will hit 1.0 with a final campaign next month

Songs Of Conquest is a strategy-RPG with some of the most handsome pixel art around. Steam tells me I've played its Early Access release for 0.7 hours, which was long enough to know that I wanted to play more and would wait for version 1.0. I won't have to wait much longer. It's now got a May 20th release date.


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1.0 goes live on May 20th!

Greetings Wielders,

We're thrilled to share some exciting news with you all: The official release date for Songs of Conquest, along with the fourth and final campaign, is set for May 20th! Get ready to step into the shoes of Bhigli, a Wielder with grand ambitions. Discover the pivotal role played by the mercenary tinkerers of Barya as the final part of the story unfolds.

[previewyoutube][/previewyoutube]
The development journey leading up to this moment has been nothing short of incredible, and we owe it all to you, our amazing Community! Your feedback and support have been invaluable, shaping Songs of Conquest into the game it is today. Sharing this news with you guys feels long overdue, but we’ve always had high ambitions for the game, and we didn’t want to release 1.0 until we felt the game was in really good shape! But finally, that time has come!


Thunder and lightning can be very very frightening, or so we heard. Let's not ask Bhigli!

With the full release of Songs of Conquest literally just around the corner, you might be worried that this is the final chapter of our saga. Well, rest assured dear Wielders that our journey together does not end here.

The journey, though long and winding, does not end here in the sandy dunes of Barya. The end of a chapter marks the beginning of another!

We are finalizing plans for more content, updates, and general improvements as we post this very news. We’ll keep you posted on a weekly basis as we are gearing up for the full release and you should expect more exciting news in the near future.

Until then, mark your calendars for May 20th – it's going to be an epic adventure!

/Everyone at Lavapotion

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